top of page
unity-transparent-white-png-unity.png

Terry Silver Mansion

Cobra Kai 2: Dojos Rising

Year:

2022

As part of the levels that compose “Cobra Kai 2: Dojos Rising”, the sequel game inspired by the television series “Cobra Kai”, “Terry Silver Mansion” level was directly inspired by the home of the main antagonist of the game and series.

This was the last level I have developed in Dojo Rising and, without a doubt, one that I am most proud of, since I have had the opportunity to apply everything I had learned until that moment in this level.

To start the process of building the final level of the game, I attended a few meetings to understand what the behavior of the final Boss should be and how his battle would affect the environment. So with the briefing in hand I knew I would need to build at least 4 arenas for the start students’ fight plus the 3 clashes with Silver.

I had access to behind-the-scenes photos and early images of the series for the construction of the blueprint of the scenario in a way that would accommodate the fights well, but still maintain some fidelity to the architecture of the original house.

During the level blockout, it was possible to do some lighting experiments in order to make suggestions to the lighting team on how the light could be aligned to the level design.

I wasn't in charge of prop placement for the level, but the environment team did a phenomenal job, very faithful to the references we put together and the concept arts created on top of blockout. I implemented the flow systems, objectives and dialogues, placement of resources (Coins, Collectibles, weapons, among others) and I was also responsible for balancing the cellar combat that involved – in addition to Terry Silver – a wave of enemies that appeared throughout the game.

Key Responsibilities:

    Level’s blueprint;
    Level’s Blockout;
    Implementation of level flow systems;
    Distribution/positioning of level resource;
    Balancing of progression and difficulty of levels.

Credits:

Art Direction:

Stiven Valerio.


Main Level Designer:

Raphael Souza.


Level Design team:

Carlos Escaleira, Gabriel Laurindo e Gabriel Viana.


Concept and 2D art:

Leonardo Amaral and Roberto Fernandes.


Environment and Lighting:

Arthur Lorando, Breno Alves and Pedro Sarraf.


3D Environment:

Juan Patrick, Gabriel Cavalcante, Marcio Florindo and Beatriz Lordello.


Visual effects:

Pablo Farias and Diego Crispim.


bottom of page